Class system

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Parts of this article are outdated and do no longer represent the current state of the project or the intentions of the development team.

Contents

Description

TMW's class system is a loose, customizable model. The main ideas are as follows:

  • Allow players to create their own custom classes from a variety of options.
  • Create a diverse base of techniques that are relative to the various skill groups.
  • Make the the system simple and easy to understand.
  • Make the system easily upgradable, so new expansions can build on well.

Some definitions

  • Archetype - An identifier which encompasses a group of skills, techniques, etc. which the given type is proficient with.
  • Skill - A numerical value which indicates proficiency or chance of success with a certain feat (Learn more in [SkillSystem].
  • Ability - A bonus or feat that the archetype is able to use or perform.
  • Build Point (BP) - Used in creating customized classes.

Process

When the player is creating his custom class, he is given 10 build points. He may spend each point on an archetype level. Each archetype level comes with new abilities that become increasingly specialized. A player can use up to 3 different archetypes when creating his character. Each archetype has a maximum of 8 levels.

These abilties are not granted as soon as the player gets his class, however. They are gained through trials and perils which have not yet been decided. Generally, when the player progresses in his class level, he will gain an ability for his primary class, then from his secondary, then from his third (if he has one), and then back to the first. Gaining one each level, he will eventually unlock them all by class level 10.

Archetype List

  • Brawler - Learns and uses weapons well and deals high damage.
  • Wizard - Focuses on spells and the skills associated with them.
  • Knight - Good at survival and drawn out battles.
  • Leader - Techniques that benefit the team.
  • Skirmisher - Focus on weapon techniques and combat skills.
  • Healer - Bonuses that benefit healing the party and help to keep them active.
  • Tamer - Skills that work well with pets.
  • Gambler - Bonuses that have devastating potential if the odds are right.
  • Paladin - Abilities that sacrifice oneself to protect others.
  • Assassin - Techniques that find and aim for opponents' weaknesses.
  • Constructor - Specialties in crafting and using items.
  • Psychic - Techniques that change and resist status.
  • Ranger - Skilled in far ranged Combat and good with projectile weapons.

Archetype Ability Lists

Brawler

  • (1) Weapon Bonus - The Brawler learns weapons at 110% of the normal rate.
  • (2) Critical Bonus - The Brawler deals critical hits 5% more often.
  • (3) Stun-Proof - The Brawler is not affected the "stun" status.
  • (4) Weapon Bonus 2 - The Brawler learns weapons at 130% of the normal rate.
  • (4) Weapon Proficiency - The damage bonus granted by weapons is applied at 120%
  • (5) Accuracy Bonus - The Brawler's hit rate is improved by 20%
  • (6) Turn Berserk - The Brawler can inflict a berserk status on himself.
  • (7) Armor Break - The Brawler's attack disregards defense granted by target's armor (or natural armor).
  • (8) Monster Criticals - Damage done by critical hits is improved by 200%.

Wizard

  • (1) Magic Intuition - The Wizard learns spells at 110% of the normal rate.
  • (2) MP Saver - The Wizard's spells cost 10% less MP.
  • (2) Fast Cast - Cast spells 10% faster.
  • (3) Life Force - The Wizard can cast spells by paying HP when his MP runs out.
  • (3) Astral Flow - The Wizard's MP recovers 120% faster than normal.
  • (4) Mystic Well - The Wizard gets a 15% max MP bonus.
  • (4) Concentration - Getting hit does not cancel your spell progress.
  • (5) Magic Intuition 2 - The Wizard learns spells at 130% of the normal rate.
  • (6) Cantrip - The Wizard can cast the weakest spell of any element (the bolt spell) for no mp.
  • (7) Arcane - Monsters will not attack the Wizard while there is another member of the party alive.
  • (8) Rain of Chaos - All area of effect spells are extended by 50% in all directions
  • (8) Force of Will - Activating this ability doubles the mp cost and the effect of the next spell cast.

Knight

  • (1) Survival - The Knight's vitality improves at 110% of the normal rate.
  • (2) Armor Proficiency - The defense bonus granted by all armor is improved by 10%.
  • (3) Improved recovery - The Knight recovers HP at 120% of the normal rate.
  • (3) Combat Skills - The Knight's block and parry skills improve at 120% the normal rate.
  • (4) Life Well - The knight's MP takes damage once his HP reaches 1. Once his MP runs out, he will die.
  • (4) Magic-Proof - The Knight takes 20% less damage from spells.
  • (5) Combat Regeneration - The knight continues to recover HP even while fighting.
  • (6) Decoy - Monsters are 50% more likely to attack the Knight rather than other party members.
  • (7) Hardiness - The Knight's immunity to all status effects is increased by 50%.
  • (8) Immortal - The knight automatically resurrects himself with 10% hp after 3 minutes if there are any other members in the party left alive.

Leader

  • (1) Morale Boost - All party members are 10% more resistant to all status effects.
  • (1) Vigilance - Automatically alerts you when party members are weakened or hit with status conditions.
  • (2) Team-Up - Attacks do 10% more damage if two party members are attacking the same monster (up to 20%).
  • (3) Vengeance - Each time a party member dies, other party members gain a 5% boost to all damage dealt (up to 15%).
  • (4) Tutoring - All party members learn skills at +2% the normal rate.
  • (5) Valiant Charge - Damage party members do to a monster that the leader is attacking is increased by 10% (on top of the team up bonus)
  • (6) Resurrect - Restores any other party member to life with 1 hp automatically after 3 minutes.
  • (7) Tactical Fighting - Enemies are more likely to attack party members with a high Vitality and HP.
  • (8) Melee Tactics - Team up attacks can do up to 40% extra damage.

Skirmisher

  • (1) Combat Skills - The skirmisher's block, parry, aim, and dodge skills improve at 110% of the normal rate.
  • (2) Hunter's Strike - The skirmisher's hunting skills increase at 110% of the normal rate.
  • (3) Killing Spree - When fighting consecutive monsters of the same type, the damage dealt to each consecutive monster is increased by 2% (up to 16%).
  • (4) Fast Attack - The delay between attacks is reduced by 20%.
  • (5) Insightful Strike - The rate of critical hits against a creature is increased by 50% of the skirmishers hunting skill for that creature.
  • (6) Precision Fighting - The skirmisher is 5% more likely to dodge attacks and 5% more likely to hit with his own attacks.
  • (7) Perfect Counter - The skirmisher always immediately counterattacks any melee attack.
  • (8) Eagle Eye - The skirmisher never misses an attack.

(not yet complete, more to come later)

Leader

Quests required to advance to that job. Proposed Job class Quests:

  • Brawler: a small run through of a trials cave?
  • Wizard: gather mana stones
  • Knight: Defeate a miniboss(i mean MINI -_-)
  • Leader: Answer questions :D
  • Skirmisher: a small run through of a trials cave?
  • Healer: a small run though of a trials cave(Undead)
  • Tamer: Successfuly tame a pet and or do a item quest(find the sacred pet dog bone -_-?!?!?)
  • Gambler: gamble with ones luck with a slot machine XD
  • Paladin: a small run through of a trials cave(Undead)
  • Assassin: Steal items from a certain monster?
  • Constructor: Craft a few different items
  • Psychic: Go thru a cave of trials
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